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METHOD FOR EFFICIENT VERTEX MOVEMENT AND COMPUTATION FOR THREE-DIMENSIONAL TOPOGRAPHY SIMULATION

机译:三维地形模拟的有效顶点运动与计算方法

摘要

PURPOSE: To produce a solid expression which matches with component parts of a process simulation environment well. CONSTITUTION: This method efficiently calculates apex movement in a three- dimensional topography simulator. This method is suitable for calculation of apex movement especially when an etching/deposition speed is dependent upon the angle of a surface normal to the perpendicular direction. An object is expressed with a set of object solids. Each object solid has a boundary model expression, and this expression includes apexes, edges, and faces. This method normally consists of steps as follows; first, second, and third planes approximating all planes adjacent to an apex point to be moved are identified, and a first observation vector is determined, and a series of forward virtual planes are created, and a second observation vector is identified, and the farthest intersection between one plane of the series of forward planes and the second observation vector is identified, and the apex point is moved to this identified intersection.
机译:目的:产生一个与过程仿真环境的组成部分很好地匹配的实体表达式。组成:这种方法可以有效地计算三维地形模拟器中的顶点运动。该方法适用于顶点移动的计算,尤其是当蚀刻/沉积速度取决于垂直于垂直方向的表面角度时。用一组对象实体表示一个对象。每个对象实体都有一个边界模型表达式,并且该表达式包括顶点,边和面。该方法通常包括以下步骤:确定近似于与要移动的顶点相邻的所有平面的第一,第二和第三平面,并确定第一观察向量,并创建一系列前向虚拟平面,并确定第二观察向量,并且最远识别一系列前向平面中的一个平面与第二个观测向量之间的交点,并将顶点移至此识别出的交点。

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